V-Commandos: Snowflake


#224

I’ll do this, because the Sapper has a bigger gun.


#225

OK, so:

Sapper 0AP plant a charge.
Bruno: take the first aid kit, first-aid DC, crowbar S door, save. (Still in uniform for now.)
Sapper: shoot S as needed, any spare shots to E, move S, save if possible.
DC: any further shooting, move S.
Bruno again: use saved action to move S.

Sapper shoots S,needing a 4+ (becomes visible and loses uniform benefit):
@discobot roll 3d6


#226

:game_die: 4, 3, 1


#227

The drop is a first aid kit.

@Lordof1, I propose:

Sapper: *move S, *save
DC: *move S, pick up first aid kit, *move N, *first aid medic, *move S
Medic: *shoot once, *move S, *save
Bruno again: use saved action to move S.

That will leave us all stealthy in the objective room.


#228

Looks good to me! Are there any rabbits here?


#229

This seems like a good plan, I’m keen to restealth, so - S, get out, N, heal medic, S


#230

Medic’s shot E, for 4+:
@discobot roll 2d6


#231

:game_die: 5, 6


#232

Drops: first aid kit, grenade

  • Enemy reinforcements
    enemy-2
    enemy-1-hammer
    enemy-3
    enemy-1
    enemy-2-hammer
    enemy-3
    enemy-2
    enemy-2
  • Free enemies move W
  • No shooting
  • Two more tiles go (and six enemies)

Turn 21


Nobody’s on an outdoor tile.


#233

OK, we need 8 AP jointly to do the objective. I find myself inclined for us all to stay here this turn (21), and the western big tile and southern entrance go. Next turn (22). move out to the NE and do some shooting south, and the SE corner, objective room, and northern room go. Final turn (23), escape, and the last two tiles go,.


#234

An alternative, less wasteful of AP, is for say Bruno or the Medic to move N, E, and shoot stealthily south while the others do the interrogation and save AP. Then ideally next turn there are only two enemies in the exit tile.


#235

I’ll happily do the N, E, stealthy shooting. Needing 4+:

@discobot roll 2d6


#236

:game_die: 6, 4


#237

That will do very nicely. Take the MG42.


#238

Drops: grenade, crowbar.

OK, everyone else lends 8 actions between them; without spending +1s, that leaves two actions over, with which a second character could run for the NE. Might as well! For parity of firepower, I’ll send the medic.

  • Enemy reinforcements
    enemy-2
    enemy-3
    enemy-2
    enemy-2
    enemy-2
    enemy-2
  • Free enemies move west (but there’s no space in the NW room)
  • No enemy fire
  • More tiles disappear, and 11 enemies go back in the bag.

Turn 22


#239

For the north-east group, we need five actions to get both of us out (2× move south, 1× open trapdoor, 2× enter trapdoor). We have seven between us (3 each and a +1). So my thought is that Bruno and the medic each take a shot (grenade in the medic’s case) at 4 dice for a 4+, and if any one of them is a hit that eliminates both enemies and we’ve won. (Then the sapper blows the charge and the two in the objective room go N, E, S, out.)


#240

We need one more action to crowbar or shoot that door, don’t we? However, the odds are still with us:

@discobot roll 4d6


#241

:game_die: 2, 5, 5, 5


#242

OK, that does it. I wasn’t sure we were going to make that for a while!


#244

Oh, right, failed to notice the door. In that case we don’t get out this turn.

Oh, wait, we do with cunning use of saved actions to interleave our turns.

Medic +1AP shoot door

Bruno:
(1) shoot enemies
(2) move S
(3) save

Medic:
(1) move S
(2) open trap
(3) leave through trap

Bruno: +1 AP leave through trap

Then the other two can get out at once.